With some comment from my sister, i re-edit my last piece to make it more realistic.. hope it does.. how do you think?
Showing posts with label mental Ray. Show all posts
Showing posts with label mental Ray. Show all posts
Saturday, May 07, 2011
Wednesday, May 04, 2011
Combining 3D object with real photograph
Hi.. Its almost 5 month since my last post, showing how lazy I am to update this blog. I'm now focusing on 2D animation, but I never abandon 3D. Most of the time I use 3D to create object that is hard to draw, and then I render it using ink n paint.
But now I try to test something new to me. I'm trying to combine 3D object with real photograph. Its a tough job, and for this project I use my last 3D model, the old proton saga. Once I learn the trick, I try to apply on other render as well, and hopefully post it here.
Below is my test, I took a picture infront of my house, as the Background plate.
Then I render the model using mental ray matte/shadow/reflection shader.
But now I try to test something new to me. I'm trying to combine 3D object with real photograph. Its a tough job, and for this project I use my last 3D model, the old proton saga. Once I learn the trick, I try to apply on other render as well, and hopefully post it here.
Below is my test, I took a picture infront of my house, as the Background plate.
Then I render the model using mental ray matte/shadow/reflection shader.
Labels:
3Ds max,
Ambient Occlusion,
mental Ray
Sunday, September 26, 2010
Setting that I use for Ambient occlusion and Ink n paint
Hi,
Even though no one ask me for this, I hope i can help someone who want to achieve the same ink n paint + AO render as mine.
Below is the setting I use for the AO (click to enlarge) :
Below is the setting I use for 'Ink n Paint' material :
Tips for mental ray users : If you want to assign all object to the same material, use 'material override' in Mental ray render setup -> Processing -> material override and drag to the button.
Hope that helps! thanks for your visit
Even though no one ask me for this, I hope i can help someone who want to achieve the same ink n paint + AO render as mine.
Below is the setting I use for the AO (click to enlarge) :
Below is the setting I use for 'Ink n Paint' material :
Tips for mental ray users : If you want to assign all object to the same material, use 'material override' in Mental ray render setup -> Processing -> material override and drag to the button.
Hope that helps! thanks for your visit
Labels:
3Ds max,
Ambient Occlusion,
mental Ray,
Render
Tuesday, September 21, 2010
Failed Project explained...
Hi,
Regarding my last project, the proton Exora MPV, there is a problem which lead to the halt of the project. It is about all its glass windows, including the front windshield.
From the picture above, you can see that the window is not smooth. It looks like a piece of soft plastic or wrapping paper..
After trying to fix the problem several times, it seems that the problem lies in my modeling technique, where I modeled the chassis and window seperately, as pictured above.
The problem requires a major modification on the polygons, thus I decided to put this model onto halt.
I however managed to prove my theory on my next 3D models. Below is the new model :
I model the chassis together with the windows and windshield. The polygons of the windows were only detached after the modeling of the required parts is complete. For example, I modeled the door altogether with the windows in 1 piece. Once I complete the door, I then select the polygon which makes the windows, then press the 'detach' button, to seperate the window from the door.
Although I didnt manage to complete the model, I've learn a valuable lesson. Hopefully I'll be able to do better models soon.
Regarding my last project, the proton Exora MPV, there is a problem which lead to the halt of the project. It is about all its glass windows, including the front windshield.
From the picture above, you can see that the window is not smooth. It looks like a piece of soft plastic or wrapping paper..
The problem requires a major modification on the polygons, thus I decided to put this model onto halt.
I however managed to prove my theory on my next 3D models. Below is the new model :
I model the chassis together with the windows and windshield. The polygons of the windows were only detached after the modeling of the required parts is complete. For example, I modeled the door altogether with the windows in 1 piece. Once I complete the door, I then select the polygon which makes the windows, then press the 'detach' button, to seperate the window from the door.
Although I didnt manage to complete the model, I've learn a valuable lesson. Hopefully I'll be able to do better models soon.
Labels:
3Ds max,
exora,
mental Ray
Saturday, November 07, 2009
Distributed Rendering using mental Ray

3D rendering using combined 1 quadcore computer and 1 dualcore computer.
Quadcore : AMD Athlon II X4 620 2.6Ghz @ 2.9Ghz OC - 2GB RAM
Dualcore : Intel Core 2 Duo E8300 2.83Ghz - 1GB RAM
3D Software : 3Ds Max 2010
Renderer : Mental Ray 3.7
Labels:
3Ds max,
AMD,
core,
Distributed Rendering,
intel,
mental Ray,
quad
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